﻿Shader "moss" {
	Properties {
		_AlbedoTex("Albedo", 2D) = "white"{}
		_NormalTex("Normal", 2D) = "bump"{}
		_HeightTex("Height", 2D) = "black"{}
		_OcclusionTex("Occlusion", 2D) = "black"{}
	}
	SubShader {
		Tags { "RenderType"="Opaque", "LightMode" = "ForwardBase" }

		HLSLPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#include moss.hlsl
		ENDHLSL
	}
}